I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Triggers:- White dialog item labels, fixed
The problem is that pre 2.0.4 every label uses the "White" color by default. Actions added before the patch still have the white setting while the label requires to use "Automatic" color to allow color changes within the label's text via color tags.
- Altering color of a dialog button and keeping color of the text
^ picture from rtschutter aka gameheart showing the appearance before and after patch
Click on the + sign on the right to show info
The problem is that setting a color to a dialog button, the button's text and the button's appearance is tinted with that color.
I found a fix to tint a button and keep the text in another color.
1. DON'T modify the color of the dialog button, leave it as it is. Then the text will use the text's own color controlled by color tags within the text. It doesn't seem to be possible to undo the color setting.
2. Use these 2 actions to define the color of your button.
Dialog - Set (Last created dialog item) Desaturation Color to Blue for (All players)
Dialog - Set (Last created dialog item) Desaturated flag to True for (All players)
The button keeps turning gray, if you disable it, so there is nothing to worry about that.
As a result, the button is tinted in the desaturation color and the text uses its own color.
- Override player's gameplay settings via "Override Player Option" trigger action. Renee wrote a bit more about it explaining it in detail.
This allows you to force the player to not use simple command card or to forcefully enable the selection of enemy units.
- Moving units with triggers causes projectiles to not hit the unit anymore (similar to the teleport effect in data like stalker's blink). I didn't test a workaround, yet, but launching the unit or using force effects might help out.
- Stop all Trigger Sounds Bug
click on + on the right to show info
Quote from Blizz-Tenarsis
We've been notified of a bug with the trigger action Stop All Trigger Sounds in 2.0.4. It is no longer stopping sounds unless they are referenced by a trigger variable.
Our suggested workaround is to assign the Last Created Sound to a variable after you play any sound you want to be able to stop using Stop All Trigger Sounds.
We apologize for any inconvenience and will have a fix for this in a future patch.
Source
- Apply Camera Object (Speed) is too fast, not fixed
UI:- Ahli's example map that shows how to hide the message log entries
- Black bar on the screen / World Console Bottom
click on + on the right to show info
The "world console bottom" setting was removed from GameUI in the data module. It has found a new place in the UI module.
UI layout code to set it:
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<Desc>
<Frame type="GameUI" name="GameUI" file="GameUI">
<ConsoleWorldBottomOffset val="0"/>
</Frame>
</Desc>
To fix the error with the unread value, make a change in the Game UI in data, save the map, revert the change and save the map again. Then that tab's info in data is updated removing the entries in the xml that aren't used anymore.
- Moving the menu bar
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The new menu bar uses an anchor frame to determine its position. It has 2 frames located in "GameUI/UIContainer/FullscreenUpperContainer/".
First method to move it is using code in the UI editor like this:
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<Desc>
<Frame type="Frame" name="MenuBarConsoleAnchor">
<Anchor side="Top" relative="$this" pos="Min" offset="0"/>
<Anchor side="Left" relative="$this" pos="Min" offset="0"/>
<Anchor side="Bottom" relative="$parent/$parent/$parent" pos="Max" offset="-600"/>
<Anchor side="Right" relative="$parent/$parent/$parent" pos="Max" offset="-50"/>
</Frame>
</Desc>
Thanks for Fen1kz for pointing out that this works fine. Seems like I failed pretty hard when I tried to alter it in my map.
Another method is moving the frame via trigger:
Here is an example of trigger actions required to move its position:
Trigger actions:
Dialog - Hooks up an existing Panel in the standard UI called "UIContainer/FullscreenUpperContainer/MenuBarConsoleAnchor"
Variable - Set HookedMenuBar = (Last created dialog item)
Dialog - Move HookedMenuBar to (0, 324) relative to Bottom Right of dialog for (All players)
This converts a frame from the UI to a dialog item, in this case the panel that contains the menu bar.
You need to know that hooking up UI frames only works once in the game, so I strongly advised you to save the reference to that dialog item in a global variable to be able to edit it at any time during runtime.
- "UI: Anchor for side [...] not valid for [...]" errors ingame, not fixed
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This error appears when you are moving frames around with code in the UI module. This appears when you use the 2 opposite anchors of a panel. An example would be moving the minimap from the bottom left anchors of the screen to the top right anchors.
The code is working, but it creates warning messages in the ingame error log window in the top area of the screen.
No fix found, yet. If you are desparate you could
hide that frame via triggers executed after a small delay in map initialization as explained by Helral.
Data:- Morphed unit misses abilities and command card buttons ingame, not fixed
- Army units aren't selected with the new Select Army button on the UI
Units need to fulfill 2 conditions:
- "Army Select" flag needs to be checked
- cost category needs to be set to "Army"
- Units share the same name and renaming doesn't help? look here
- Units die with low death animation after height changes
click on + on the right to show info
Blizzard added actor events for the basic unit actors for that. Sadly this means that your own units might not have these new actor events because you accidentially override it because of the used data structure.
Height changes are now setting a property that somehow alter the death of the unit. Zerg units will die with a blood explosion, Terran & Protoss units in their race's explosion.
In case this is happening for your units, you need to add it to your map or try to fix your actor events. I've no reliable, easy solution, so resetting the actor events and doing them again might be the easiest way in some cases:
1. backup your map, screenshot your actor events
2. reset actor events via right click -> reset to parent value -> first thing in the list that was made by Blizzard (usually the first option)
3. recreate your actor events
Also, this new addition can cause problems with units that you raise (for example for units you raise out of the ground at spawn [uses negative default unit height]):
- raising a unit will make it enter that state
- add a "Validate unit" with "Is Flying" to the event that sets the flying state for the unit.
- Ahli's MouseHitZone to fix problems with the selection of units using unusual models or to add bigger selection areas for a unit
Battle net related:Misc. Editor problems:Other useful things:
Post has been edited 43 time(s), last time on Feb 22 2013, 7:53 pm by Ahli.
So what did the patch do to the Dialog Item Labels exactly? I am not sure I saw any change on the map I am working on.
The patch however affected 2 spells from it: one of them doesn't work anymore at all (it was an "Augment" type Ability that made the unit charge the target), and the other one works only 90% of the time (which is weird and doesn't help finding the source of the problem).
None.
I also want to point out another bug. Adding a charge to an ability via a Modify Unit effect no longer works. A charge is no longer created.
None.
More precisions on the bugs:
1) The Augment Ability that uses the Attack ability as its base ability works when targeting units, but not structures.
2) The Effect-Target Ability that sends a projectile on the targeted unit will cast properly but will not affect the unit if it is being moved via triggers (precision: the Move trigger uses the BLEND option).
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
More precisions on the bugs:
1) The Augment Ability that uses the Attack ability as its base ability works when targeting units, but not structures.
2) The Effect-Target Ability that sends a projectile on the targeted unit will cast properly but will not affect the unit if it is being moved via triggers (precision: the Move trigger uses the BLEND option).
2:
Got that in the list already. I have that problem myself...
1:
Zealot uses that and it is working fine for it. Try to find the difference that causes that in your code...
Triggers:[*] Moving the menu bar
The new menu bar uses an anchor frame to determine its position. But I have experienced problems when I tried to move it just 50 pixels upwards, so I had to find another solution.
Here is an example of the trigger actions required to move its position reliably:
Trigger actions:
Dialog - Hooks up an existing Panel in the standard UI called "UIContainer/FullscreenUpperContainer/MenuBarConsoleAnchor"
Variable - Set HookedMenuBar = (Last created dialog item)
Dialog - Move HookedMenuBar to (0, 324) relative to Bottom Right of dialog for (All players)
This converts a frame from the UI to a dialog item, in this case the panel that contains the menu bar.
You need to know that hooking up UI frames only works once in the game, so I strongly advised you to save the reference to that dialog item in a global variable to be able to edit it at any time during runtime.
i was able to move this by using this code: (anchors just taken from my map, ofc they can be anything)
<Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer/MenuBarConsoleAnchor">
<Anchor side="Top" relative="$parent/$parent/ConsoleUIContainer/CommandPanelBorder" pos="Min" offset="43"/>
<Anchor side="Left" relative="$parent/$parent/ConsoleUIContainer/CommandPanelBorder" pos="Max" offset="0"/>
<Anchor side="Right" relative="$this" pos="Max" offset="0"/>
<Anchor side="Bottom" relative="$this" pos="Max" offset="0"/>
</Frame>
<Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer/MenuBarFullscreenAnchor">
<Anchor side="Top" relative="$parent/$parent/ConsoleUIContainer/CommandPanelBorder" pos="Min" offset="43"/>
<Anchor side="Left" relative="$parent/$parent/ConsoleUIContainer/CommandPanelBorder" pos="Max" offset="0"/>
<Anchor side="Right" relative="$this" pos="Max" offset="0"/>
<Anchor side="Bottom" relative="$this" pos="Max" offset="0"/>
</Frame>
so basically all you need is to move 2 anchors instead of 1 menu
Post has been edited 2 time(s), last time on Feb 22 2013, 1:32 am by Fen1kz.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Oh, ok, Fen1kz.
I tried again and were able to move it around freely now... I have no idea what I did wrong the first time... =/
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<Desc>
<Frame type="Frame" name="GameUI/UIContainer/FullscreenUpperContainer/MenuBarConsoleAnchor" file="GameUI">
<Anchor side="Top" relative="$this" pos="Min" offset="0"/>
<Anchor side="Left" relative="$this" pos="Min" offset="0"/>
<Anchor side="Bottom" relative="$parent/$parent/$parent" pos="Max" offset="-600"/>
<Anchor side="Right" relative="$parent/$parent/$parent" pos="Max" offset="-50"/>
</Frame>
</Desc>
Thanks for making me try it again.
I added this to the first post.
Oh, btw, does your code work without making the name include the path that you can see in my code?
I also want to point out another bug. Adding a charge to an ability via a Modify Unit effect no longer works. A charge is no longer created.
I don't see that option in the modify unit effect in data editor. I guess you mean the trigger action?
Unit - Add -3.0 charges used for charge Abil/Stimpack on ability Marine - Stimpack on unit Marine [60.48, 65.90]
That added 3 charges to my stimpack ability having 3 starting charges and max charges of 9... =/
So, I see no problem with it right now.
Post has been edited 5 time(s), last time on Feb 22 2013, 1:36 am by Ahli.
Huh, nice catch, sorry, of course you should prepend it with "GameUI/UIContainer/FullscreenUpperContainer"..
Just copy/pasted it from my map, where i have outer frame, "We require more sleep..." yesss
Btw interesting mechanic - where is MenuBar attaches to it's anchors? Or maybe they've hardcoded that
None.